Suicidal Microbes Abound

I’ve noticed and seen some other reports in other threads about an issue where other microbes will hyper aggressively swarm any source of glucose to the point that microbes will come from all around and throw themselves by the dozens at my player cell. It seems like caution doesn’t exist in other cells. If I kill a cell with peforator pilus, then usually a couple cells will try to feast there remains. If I kill a second cell, such as one of the scavengers, then I will be inundated with every cell imagineable swarming my location. This causes a chain reaction as each one of them dies more cells are attracted to the area. Meaning I can make a ball of spikes, spawn in, wait for a foolish cell to attack me because they are so aggressive and then feast and cause a mass extinction as countless others swarm me and die on my spikes…Sessile heterotroph gameplay is now a thing.

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Have you checked the behavior of the cells in question? I noticed something similar, but when the behavior of the other organism in question has very little Fear and high Aggression and high Opportunism. When you load the game, if there exists any cells that you described left nearby, click the shell “Fossilization” icon that is present on organisms when the game is paused. This will bring up a summary of stats for that microbe, including all of the behavior statistics.

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It’s an amusing glitch that seems to be rarish, and our head programmer is not an AutoEvo/AI guy, so this, while maybe worth noting to look at later, can probably wait awhile til someone with skill in that area can look at it. Though when we do get someone with the skills needed for this rare glitch, I think are more important AutoEvo/AI things that should take priority. Assuming this is as rare as I think it is. It it becomes more common, than maybe it should be bumped up in priority.

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Ok well as long as it’s rare I’m not to fussed about it, It is pretty amusing. I appreciate all of the replies on this thread.

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I recall that not all behaviour sliders have effects on autoevo yet, which could explain why these species can persist despite their suicidal nature when the player is not around, but I’d think the large amounts of deaths they suffer in the patch the player is in would always result in these species going extinct, which judging from one of the quoted thriveuser reports doesn’t (or didn’t if this was fixed in 0.8.1) always happen.

I’m pretty sure that all behaviour values have at least some effect somewhere in the auto-evo calculations.


What I’d be interested to know how prevalent the problem is. Because if we have like 100 players, and 5 of them see this problem at all, and 2 of them post on the forums, that’s only a few percent chance to see this in the game. And that would mean the problem is not actually as prevalent as those few people who happened to see it might imagine.

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That is especially as the issue seems to mostly impact sessile players species, which probably make up a minority of all playermade species. That being said sessileness is supposed to be a supported player strategy, so the playstyle being a minority isn’t an excuse to keep it behind in terms of polish, though there obviously are more important matters to tackle at the present…